Foraging

Intuition
Memory
Creativity

Short Description

Search for food, water, and natural materials in the wild to sustain your group or gather ingredients for crafting traps, poisons, or tools.

Success Criteria

Roll d100 + Foraging skill vs. DR 100

Effects

On success, you gather usable food and clean water for 1 day for 1 person + 1 person per 5 success rate.

On success when looking for materials for herbalism, toxicology and the like, you manage to find 1 per 10 success rate.

Modifiers and Restrictions

+10 to +40 DR for unknown or extreme environments, lack of time

–10 to –40 DR in safe and familiar regions, with ample time to search (-10 per 30 minutes).

+10 to +60 DR if looking for materials for herbalism, toxicology and the like.

Can only gather natural resources—not technological or rare magical items

Action Examples

Gather Food and Water in Forested Hills: DR 100 → Roll 125 → SR = 25. Enough food and clean water for 6 people for 1 day

Long Description

Foraging allows you to live off the land and gather the materials needed for daily survival or crafting. From wild berries and edible roots to clean stream water and binding vines, this skill focuses on the natural world and the knowledge required to recognize what is useful.

You can also forage for special components—such as toxins, salves, arrow materials, or fibers used in crafting. These resources can then be refined or enhanced using relevant crafting or academic skills. The ability to find just the right materials can mean the difference between surviving in the wild and being caught unprepared.

Sequencing

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Potential Counters

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How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.